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Jezuro

BI Developer
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Everything posted by Jezuro

  1. Jezuro

    Warlords

    BIS_fnc_arsenal_data
  2. Jezuro

    Warlords

    Not at this point.
  3. Jezuro

    Warlords

    Currently I think there's no way to prevent this except maybe not having water surface between sectors, or adding another sector on land to link these two to avoid the golf. In the future this will hopefully be fixed by a more robust fat travel location calculations.
  4. Jezuro

    Warlords

    That is included, yes.
  5. Jezuro

    Warlords

    Hotfix was just released. *edit: Full Warlords-related changelog here:
  6. Jezuro

    Warlords

    https://community.bistudio.com/wiki/drawIcon3D
  7. Jezuro

    Warlords

    There is a bug currently which limits the AI's purchasing tables but it will be fixed in a patch.
  8. Jezuro

    Warlords

    This is not due to a missing airstrip as far as I know, rather an incorrectly configured one. This error will be fixed in a patch early next week.
  9. Jezuro

    Warlords

    Alright here is a changelog of a new version currently being tested internally. PLEASE KEEP IN MIND THAT NOT ALL OF THESE CHANGES HAVE TO MAKE IT INTO STABLE IF WE FIND OUT A PROBLEM RELATED TO SOME OF THEM [PUBLIC]Changed: Warlords - Airdrop on player's location is now much more expensive [PUBLIC]Added: Warlords - Players now have the ability to get rid of their purchased vehicles via Action menu [PUBLIC]Changed: Warlords - Individual players can not have more than 20 active assets at a time (this includes vehicles, aircraft, ships, static defences and ammoboxes). Infantry limits remain the same. [PUBLIC]Fixed: Warlords - Players can now dismiss even AI subordinates that they already had in their group when joining to the game [PUBLIC]Fixed: Warlords - Players no longer retain the waypoints assigned to their group prior to joining the game [PUBLIC]Added: Warlords - Team killing penalty. For every 3 friendly kills, players suffer a 60 seconds black screen without the ability to use weapons followed by a forced respawn. This persists through disconnecting and reconnecting to a server. [PUBLIC]Changed: Warlords - Sector scan cost raised to 350 CP [PUBLIC]Fixed: Warlords - Warlords would not start properly on maps with unusually defined runways [PUBLIC]Fixed: Warlords - Planes should zero in on their approach vectors more quickly [PUBLIC]Changed: Warlords - Static weapons and ammoboxes are now deleted after a substantial timeout (3 times normal vehicle time removal timeout) [PUBLIC]Changed: Warlords - Destroyed vehicles are now deleted much sooner [PUBLIC]Changed: Warlords - A sector with an unusable airstrip was removed from the Whole Altis scenario [PUBLIC]Changed: Warlords - Molos airfield sector has now lower CP income and is more heavily defended [PUBLIC]Changed: Warlords - Additional assets added to the Request tables, some asset costs tweaked as well
  10. Jezuro

    Warlords

    When you say "it's not working," it doesn't help much. HOW is it not working? What is happening?
  11. Jezuro

    Warlords

    Pacific faction units can be easily made available by using asset list A3PacificAll.
  12. Jezuro

    Warlords

    Well yes, but that's not what was asked I believe.
  13. Jezuro

    Warlords

    Nope. There have been some issues with the implementation so the support was discontinued.
  14. Jezuro

    Warlords

    Not possible without some scripting currently.
  15. Jezuro

    Warlords

    Can you send me the scenario with the description.ext containing your asset list so we can see what's wrong?
  16. Jezuro

    Warlords

    They are on their way.
  17. Jezuro

    Warlords

    Only one way to find out I guess, maybe @Dwarden would be able to tell you the configuration that has been used for the 40v40 event.
  18. Jezuro

    Warlords

    Please read the instructions carefully. You need to create a separate file called description.ext in the scenario folder. Also, you're missing the asset definitions for OPFOR. You're not supposed to just copypaste the file as it is, you need to fill it with your data.
  19. Jezuro

    Warlords

    As mentioned on discord: A Warlords-specific teamkilling penalty system will make it in the game in the next update along with a way to prevent massive asset airdrops.
  20. Jezuro

    Warlords

    Those are mainly spawns checking for various scan calls etc. There are a couple running for each individual sectors, plus various other looped stuff. The processing load should be negligible. Warlords goes through various config classes at the start to set up Arsenal and available uniforms. The enum error is new to me.
  21. Jezuro

    Warlords fail (me)

    Yes. You can run it in MP from the editor via menu Play > Play in multiplayer.
  22. Jezuro

    Warlords

    This is the place to do so. No problem at all.
  23. Jezuro

    Warlords

    Hello, most of these issues have been already addressed in the code, we'll release an update as soon as we can.
  24. Jezuro

    Warlords

    Changing the config class in the init module will do the trick.
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